<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
  <title>SALVIA: Shading And Lighting VIsualization Architecture</title>
  <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
  <link rel="stylesheet" type="text/css" href="../../assets/tribeca.css" />
</head>

<body>
<div id="wrap">

<div id="content">
<div class="wrapper">

<h1>Status of D3D11 support in SALVIA </h1>
<h2>Pipeline Stages</h2>
<table style="width:50%">
	<colgroup><col width="50%" /><col width="50%"/></colgroup>
	<thead>
	<tr>
		<td>Feature</td>
		<td>Available?</td>
	</tr>
	</thead>
	<tbody>
	<tr>
		<td>Input assembler</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Vertex shader</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Primitive setup </td>
		<td>Triangle and line </td>
	</tr>
	<tr>
		<td>Hull shader </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Tessellator</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Domain shader </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Geometry shader </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Rasterizer</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Face culling </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Depth bias adjustment </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Depth clip </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Scissor</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Clipping</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Homogenous division </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Viewport transformation </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Multisampling</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Pixel shader </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Stencil test </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Depth test </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Blending</td>
		<td>Yes (via blend shader) </td>
	</tr>
	</tbody>
</table>
<h2>Resources</h2>
<table style="width:50%">
	<colgroup><col width="50%" /><col width="50%"/></colgroup>
	<thead>
	<tr>
		<td>Resource</td>
		<td>Available?</td>
	</tr>
	</thead>
	<tbody>
	<tr>
		<td>Vertex buffer </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Index buffer </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Constant buffer </td>
		<td>No</td>
	</tr>
	<tr>
		<td>Texture1D</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Texture2D</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>TextureCube</td>
		<td>Yes (untested) </td>
	</tr>
	<tr>
		<td>Texture1D array</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Texture2D array</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Texture3D</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Texture2D MS</td>
		<td>No</td>
	</tr>
	<tr>
		<td>TextureCube MS</td>
		<td>No</td>
	</tr>
	<tr>
		<td>Render target view </td>
		<td>Yes (via surface) </td>
	</tr>
	<tr>
		<td>Depth stencil view </td>
		<td>Yes (via surface) </td>
	</tr>
	</tbody>
</table>
<h2>Render Objects</h2>
<table style="width:50%">
	<colgroup><col width="50%" /><col width="50%"/></colgroup>
	<thead>
	<tr>
		<td>Object</td>
		<td>Available?</td>
	</tr>
	</thead>
	<tbody>
	<tr>
		<td>Input element </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Sampler state </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Promitive topology </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Rasterizer state </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Viewport</td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Depth stencil state </td>
		<td>Yes</td>
	</tr>
	<tr>
		<td>Blend state </td>
		<td>Yes (via blend shader) </td>
	</tr>
	</tbody>
</table>

</div> <!-- end #gutter -->
</div>

<div id="footer">
  <p>A Publication of SALVIA Copyright &copy; 2012 SALVIA Development Group.</p>
</div>

</div> <!-- end #wrap -->
</body>
</html>
